Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

round 3
attack on C11-ish
attack 1 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23
damage 1 1d8 + 2 + 2 + 1 + 2 ⇒ (5) + 2 + 2 + 1 + 2 = 12
attack 2 1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 22
damage 2 1d8 + 2 + 2 + 1 + 2 ⇒ (3) + 2 + 2 + 1 + 2 = 10

Lucrezia fires off a couple more arrows at the howler by Duncan. Is it too much to hope that these are the only damn creatures we encounter in here?


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Reflex: 1d20 + 3 ⇒ (16) + 3 = 19


Evil GM

Lucrezia the C10 howler is dead. You don't have a line of sight on the other Howlers form your current position.


Evil GM

RD3:

The two Howlers begin their full attack on the dwarf and the John:

Duncan:
bite H1: 1d20 + 8 ⇒ (2) + 8 = 102d6 + 4 ⇒ (2, 1) + 4 = 7
Quil att: 1d20 + 2 ⇒ (4) + 2 = 61d4 + 1 ⇒ (2) + 1 = 3

The attacks miss the dwarf.

John:
bite H2: 1d20 + 8 ⇒ (16) + 8 = 242d6 + 4 ⇒ (3, 4) + 4 = 11
Quil att: 1d20 + 2 ⇒ (8) + 2 = 101d4 + 1 ⇒ (1) + 1 = 2

John is hit by bite and takes damage.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

John will strike the Howler again.
Attack with PA: 1d20 + 7 ⇒ (4) + 7 = 11


Evil GM

Duncan attacks the Howler in D11

2 handed PA w/Silver Axe, Divine Favor: 1d20 + 7 - 1 + 2 ⇒ (10) + 7 - 1 + 2 = 18
2 hand PA, Divine Favor, Judgement: 1d8 - 1 + 4 + 3 + 2 + 2 ⇒ (8) - 1 + 4 + 3 + 2 + 2 = 18

His attack succeeds and kills the beast.


Evil GM

RD3 mid-round update

Howlers - the remaining howlers attack, one bite John. The other is died from Duncan.
Duncan - killed one Howler D11.
Lucrezia -(nothing is in sight)
Orsin
John - missed
Andrea


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Orsin fires off another bolt of song, this time at the howler attacking John. I only need line of sight, not line of effect.

Devastating aria: 1d4 + 5 ⇒ (4) + 5 = 9 divided by 2 = 4 sonic damage, no save.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Well pooh. Next time everyone is just going to have to back up and draw the things out in a nice line for me to aim at. :)

Lucrezia readies her shots, just in case something pops into her line of aim.


Evil GM
Orsino 'Orsin' Bessatte wrote:

Orsin fires off another bolt of song, this time at the howler attacking John. I only need line of sight, not line of effect.

[dice=Devastating aria]1d4+5 divided by 2 = 4 sonic damage, no save.

You don't have that, the only one alive is in D9.


Evil GM

The current marching order really limits most actions, so I'm hoping into the next round to move this along.

Initiative:

Howler -miss
Duncan - hold
Lucrezia
Orsin
John
Andrea

RD4:

Howler on John:

bite H2: 1d20 + 8 ⇒ (15) + 8 = 232d6 + 4 ⇒ (1, 1) + 4 = 6
Quil att: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 1 ⇒ (3) + 1 = 4

The attacks miss John.

This really comes down to John versus the Howler.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Holds until she sees anything she can aim at.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Back from dinner, wow this moved along

Andrea pings John with the wand of CLW.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

John strikes the Howler again.
Attack with PA: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 8 ⇒ (1) + 8 = 9


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

That was my round 3 action to ping John. Round 4 is to again ping john since he is looking like a pincushion. :)

CLW: 1d8 + 1 ⇒ (2) + 1 = 3


Evil GM

John's attack hits home.


Evil GM

Since the only person with that can attack the Howler is John, so I will fast forward. Andrea chime in if you are dinging heal spells.

John:

bite H2: 1d20 + 8 ⇒ (13) + 8 = 212d6 + 4 ⇒ (1, 3) + 4 = 8
Quil att: 1d20 + 2 ⇒ (14) + 2 = 161d4 + 1 ⇒ (2) + 1 = 3

The beast misses.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Kaching!: 1d8 + 1 ⇒ (3) + 1 = 4


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Attack with PA: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d8 + 8 ⇒ (1) + 8 = 9


Evil GM

The howler is hit once again.

John you need another reflex save, everything you hit it you take damage and need a save. Reflex DC14. Failure is sickened condition -2 att, dame, skills, abilities.

You take the following damage:

1d4 + 1 ⇒ (4) + 1 = 5

You actually need a Reflex Save for the last attack you made too that was successful (sorry about missing that)

1d4 + 1 ⇒ (3) + 1 = 4


Evil GM

RD6:

Howler;

John:

bite H2: 1d20 + 8 ⇒ (5) + 8 = 132d6 + 4 ⇒ (6, 4) + 4 = 14
Quil att: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 1 ⇒ (4) + 1 = 5

It misses again.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Poor John. He's doing more damage to himself by hitting it than the beast is doing to him.


Evil GM
Lucrezia Villanova wrote:
Poor John. He's doing more damage to himself by hitting it than the beast is doing to him.

That is the quill defense.

If he misses a reflex save there is potential removal damage too!


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea beats John about the head and shoulders with her wand.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Reflex: 1d20 + 3 ⇒ (14) + 3 = 17
Attack with PA: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 8 ⇒ (6) + 8 = 14


Evil GM

John make two move reflex saves. (I missed one earlier)

The howler will be down with this last attack.

Quil damage

1d4 + 1 ⇒ (2) + 1 = 3


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I'm going to need to upgrade to a better level of wand. Andrea glares at her underperforming stick.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Must get mind out of gutter an not make comment regarding Andrea's underperforming stick...


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

It is a very irritating stick. Perhaps if I shake it up and down something better will come out.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Just don't hold it near your face after shaking it...


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Reflex: 1d20 + 3 ⇒ (14) + 3 = 17
Reflex2: 1d20 + 3 ⇒ (6) + 3 = 9


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Don't worry John! I'll get that out of you!

heal: 1d20 + 3 ⇒ (13) + 3 = 16

Andrea sucessfully dequills John with no more damage and touches John wih the wand one more time.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

"Thank you. I expect we will find more otherworldly creatures here, so everyone be careful."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea gives some quills to Lucrezia so she can check them out for arrow crafting.

So we have three halls to check out. Perhaps Lucrezia can do a little stealth.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Been watching the sunday night football game with my husband. I learn a new rule everytime. Also, Ravens suck.

Perception if we continue 1d20 + 12 ⇒ (12) + 12 = 24
Stealth to check things out if needed 1d20 + 14 ⇒ (3) + 14 = 17

Lucrezia thanks Andrea for the quills. "I could take a peak down this nearest hallway, though it's hard to say what I might come across."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

We'll be right behind you. ;)


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

I'll back ye up, if ye like

Duncan pats down the creatures bodies first, then moves to assist Lucrezia.

Perception1d20 + 8 ⇒ (11) + 8 = 19

Stealth1d20 + 7 ⇒ (20) + 7 = 27


Evil GM

During the search you find books on the shelves are old and generally
focused on methods of torture (both as a medium for interrogation and a medium for entertainment. You need to spend time a little time looking at various books to get a better impression and understanding.

The Knot


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

How charming, we might be able to sell them at a Kuthite second hand shop.

Andrea follows along with the others.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

That is somethin I wouldn't be part o lass. Ain't right t'be makin money that way.

Duncan casts detect magic and sweeps the room
Spellcraft on any magic item1d20 + 10 ⇒ (11) + 10 = 21


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Just a little sarcasm from Andrea. :)

I believe there is a door down that way.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

I'm willing to believe that a lot of sarcasm passes over Duncan's head. :)

"Great a door. Wonder what we will find behind this one? Perhaps a moonlit rose garden full of scantily clad nymphs?"

Lucrezia will advance to the front of the group to check out the door, wary of any traps that might be on it or in the hallway.

perception 1d20 + 12 ⇒ (13) + 12 = 25
disable device if needed 1d20 + 11 ⇒ (10) + 11 = 21


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Oh I sure hope so, I could use a snack after all of this, but the nymphs would no doubt turn out to be vampires.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

"Are vampire nymphs even possible?"


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

They would no doubt also be ninja pirates.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

"I fear the howlers may have driven you both crazy."

Orsin keeps his eyes peeled as he moves with the group, mirroring Duncan's decision to cast detect magic and he does so himself.

Spellcraft with detect magic: 1d20 + 8 ⇒ (3) + 8 = 11

Oof, maybe not.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Lucrezia shrugs. "It wouldn't have taken much after what we've already gone through."


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

We're in fer more trouble, don't ye doubt. Keep yer weapons ready.

Going to the zoo with family today. Bot me tactics.
Mooks- Max 1rd buff. Use john for shield wall.
BBEG- Nova buffs and go hard!


Evil GM

Duncan and Orsin the books themselves are not magical, no spellbooks or the like, although there are several nice books and there is clear value on the shelves.

Someone care to make an appraise and/or check when looking at the books.


Evil GM

Lucrezia you do not see any locks or traps on the door that you investigated.

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